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Messages - angelo26

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31
Game Modification Station / Window editing
« on: November 18, 2010, 12:14:30 AM »
Hi guys,
I've been loking for the data in te C1 and C2 banks that will allow me to expand the battle menu window (the one where you choose from fight, XXXX, magic, item) because I want to expand some commands like X-Magic into Dualcast ans so on... All I've found is this:

Code: [Select]
Data: Absolute addressses of menu window graphics
C1/3FE0: 0000ED
C1/3FE3: 8003ED 
C1/3FE6: 0007ED 
C1/3FE9: 800AED 
C1/3FEC: 000EED 
C1/3FEF: 8011ED
C1/3FF2: 0015ED 
C1/3FF5: 8018ED 

Data
C1/3FF8: 571D00
C1/3FFB: 651D00
C1/3FFE: 731D00
C1/4001: 811D00
C1/4004: 8F1D00
C1/4007: 9D1D00
C1/400A: AB1D00
C1/400D: B91D00

C1/4010: AD342F    LDA $2F34      (Wallpaper selection) (from C1/4034, C1/403F)
C1/4013: 2907    AND #$07       (Zero out upper nibble)
C1/4015: 8D342F  STA $2F34      (Store as the wallpaper selection)
C1/4018: 0A      ASL A          (Double it)
C1/4019: 18      CLC
C1/401A: 6D342F  ADC $2F34      (Add in the original [now A holds Wallpaper # times 3])
C1/401D: AA      TAX
C1/401E: BFE23FC1 LDA $C13FE2,X  (load upper byte of address of menu window graphics)
C1/4022: 8512    STA $12
C1/4024: C220    REP #$20
C1/4026: BFE03FC1 LDA $C13FE0,X  (load lower two bytes of address of menu window graphics)
C1/402A: AA      TAX
C1/402B: 7B      TDC
C1/402C: E220    SEP #$20
C1/402E: A08003  LDY #$0380
C1/4031: 8410    STY $10
C1/4033: 60      RTS

Which looks like the background for the battle menus in general.
I also found this data for the actual menu:
 
Code: [Select]
Hotspot data for status menu
C3/370E: 80 00 00 01 04

C3/3713: 9059    (first command, normally "Fight")
C3/3715: 9065    (second command, normally skill goes here)
C3/3717: 9071    (third command, normally "Magic")
C3/3719: 907D    (fourth command, normally "Item")


and I've messed around with it before, but no result.
Any ideas on this? Thanks

32
Game Modification Station / Re: Change the moogle suit graphic & palette?
« on: November 14, 2010, 10:20:13 PM »
Thanks Lenophis! I got it working (FINALLY!!) with a JSL and RTL.


So it means that with a JSR and RTS I can only jump to code in the same bank, right? and if I use JSL I can  jump to code in any address in the ROM, right?

I first thought that when since I need to specify the exact address in the rom for the JSL (like F0 10 00), then RTL would need the address to return to (C2/2A??), but I looked at some code in the C2 bank and I only had to put 6B to return to the C2 bank from the F0 bank. Any idea why is it that way?

Thanks a lot again  :laugh:

33
Game Modification Station / Re: Change the moogle suit graphic & palette?
« on: November 11, 2010, 02:58:56 PM »
Ok I think I've figured out how to do this, please correct me if I'm wrong.

I need to use JSR so the game will read extra code that I've written in another address, for example, F0 0E 00. Then I will need a RTS to return to the C2 Bank?

I'm thinking the code should look like this:
Code: [Select]
C2/2872: A5 C9        LDA $C9 ($11C9)
C2/2874: 00 0E F0    JSR  $F00E           
NOP all code from C2/2877 TO C2/2880
C2/2882: ??              RTS (Guessing 60 goes here)? (NOT SURE)

Then in the F0 Bank:

C9 9D        CMP #$9D         
D0 0B        BNE $2883         (if not, branch)
8A             TXA
0A             ASL
0A             ASL
0A             ASL
0A             ASL
A8             TAY
A9 0D        LDA #$0D
99 AE 2E     STA $2EAE,Y     

C9 9E        CMP #$9E          (Chocobo Suit in character's Armor slot?)
D0 0B        BNE $2883         (if not, branch)
8A             TXA
0A             ASL
0A             ASL
0A             ASL
0A             ASL
A8             TAY
A9 0E        LDA #$0E
99 AE 2E     STA $2EAE,Y


C9 9F        CMP #$9F          (Moogle Suit in character's Armor slot?)
D0 0B        BNE $2883         (if not, branch)
8A             TXA
0A             ASL
0A             ASL
0A             ASL
0A             ASL
A8             TAY
A9 0F        LDA #$0F
99 AE 2E     STA $2EAE,Y

C9 A0        CMP #$A0         
D0 0B        BNE $2883         (if not, branch)
8A             TXA
0A             ASL
0A             ASL
0A             ASL
0A             ASL
A8             TAY
A9 10        LDA #$10
99 AE 2E     STA $2EAE,Y


The RTS needs to be at the end of the added code in the F0 bank, or does it need to be in the C2 bank as I wrote it?

Thanks for the help Lenophis!

34
Game Modification Station / Re: Change the moogle suit graphic & palette?
« on: November 06, 2010, 11:41:11 AM »
If I include multiple CMP's, then I would need to include multiple LDA's and Multiple STA's as well, right?

How would I go into telling the game "Look for data supposed to be in the C2 bank somewhere else in the rom"? Is that with pointers?

35
Game Modification Station / Re: El Nino to El Ni?o
« on: November 05, 2010, 07:46:16 PM »
I have the same problem as well...English doesn't recognize the letter because its only widely used in spanish?


36
Game Modification Station / Re: Change the moogle suit graphic & palette?
« on: November 05, 2010, 02:35:41 PM »
I see what you mean. But I actually tested the code for it to look for Chocobo Suit yesterday, which should be 9E, and it worked perfectly.

But my idea is to have the game check for 4 pieces of equipment, including the moogle suit.

37
Game Modification Station / Re: Change the moogle suit graphic & palette?
« on: November 05, 2010, 02:10:17 PM »
I've got an idea from this post, I'd like to edit four pieces of armor that will allow some characters to become General Leo, Kefka, the imperial soldier and a ghost in battle (namely changing their battle sprites).

From the code,

Code: [Select]
C2/2872: A5 C9        LDA $C9 ($11C9)
C2/2874: C9 9F        CMP #$9F          (Moogle Suit in character's Armor slot?)
C2/2876: D0 0B        BNE $2883         (if not, branch)
C2/2878: 8A           TXA
C2/2879: 0A           ASL
C2/287A: 0A           ASL
C2/287B: 0A           ASL
C2/287C: 0A           ASL
C2/287D: A8           TAY
C2/287E: A9 0A        LDA #$0A
C2/2880: 99 AE 2E     STA $2EAE,Y       (Use Mog's sprite?)

I've tried to add the code in another part of the ROM (since I think there's no room for additional code) like this:

Code: [Select]
A5 C9        LDA $C9 ($11C9)
C9 9E        CMP #$9E          (Chocobo Suit in character's Armor slot?)
D0 0B        BNE $2883         (if not, branch)
8A           TXA
0A           ASL
0A           ASL
0A           ASL
0A           ASL
A8           TAY
A9 0E        LDA #$0E
99 AE 2E     STA $2EAE,Y       (Use Soldier's sprite)

But it didn't work for me. Any suggestions on how can I make this work?

38
Game Modification Station / Re: El Nino to El Ni?o
« on: November 04, 2010, 04:34:40 PM »
 :sad:The only thing I understand is that the Game uses Variable Width Font. I had no idea the game had Fixed Width Font, and I don't know what DTE is... :isuck:

I still want to be able to figure this out, could you explain a little bit further?

The only thing I was able to figure is that the characters A,B,C....are in the address 48FC0.

39
Game Modification Station / Re: El Nino to El Ni?o
« on: November 03, 2010, 06:27:14 PM »
Let's see... I think I understand the thing about variable width font minus the fixed width font (sounds like there's not much space for new letters). 

If I use a program like YY-CHR I will be able to introduce the new letter, the question will still be, where exactly..

OR another option will be replacing an existing letter or symbol. I think the # symbol, though included in the game, isn't used at all...

40
Game Modification Station / El Nino to El Ni?o
« on: November 03, 2010, 04:01:58 PM »
I'd like to create the letter ? in the rom so I can fix one of Mog's Water Rondo Attacks, "El Nino".

I know that C3 is the byte for the ' sign,  if I choose a byte that is has no icon or information on it I can create the letter, but the question is How??

The same goes for the display of GP on the menu (that is, if I want to change it to Gil instead of GP), I know I have to find a byte that has no information to create the "il" part of GIL, but how can I do it??

Thanks!


41
Game Modification Station / Re: Extending Item Names in Battle
« on: October 29, 2010, 10:25:51 PM »
I'll double check the C1 bank again. Thanks again Lenophis !

42
Game Modification Station / Extending Item Names in Battle
« on: October 29, 2010, 06:35:37 PM »
Hi Guys,

      I was experimenting with increasing item names in battle up to 16 characters. Everything works nice except for the following: When you try to equip a weapon or shield, The name of the weapon/item a character holds in the right hand is not properly displayed. The item on the left hand gets out of the border line as well (Here's a picture to show you):

The same happens to the name of Edgar's tools (picture above, to the right)
I've been thinking that perhaps the problem is that somewhere in the game's code I need to increase the number of letters displayed to 16?

Any ideas on how to work this out? I've had the idea to rearrange the equip submenu called in battle so that it goes like this:

R-Hand    Cursor  Name of Weapon
L-Hand    Cursor  Name of Shield

And though it may work at first, it still won't solve the problem of the first three hiding characters from the weapon and the tools?

43
Game Modification Station / Re: Help with Hand Pointer data in C2 Bank
« on: October 29, 2010, 05:41:49 PM »
Ahh, I've found all the data I needed, Thanks lenophis!!

44
Game Modification Station / Help with Hand Pointer data in C2 Bank
« on: October 29, 2010, 03:31:10 PM »
Hey Guys;

      I've been working on extending Mog's Dance names (and magitek names as well) on battle, and I've come across the following issue: I cannot find the data to be able to change the hand pointer one or two bytes back. I've attached two pictures to show the problem:




I tried looking around the C2 Bank (the addresses I'm looking for should be in this bank) But I've had no luck. Any ideas of where it might be?

Thanks a lot!

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